Spellblade

by Kayzen

Search GM Binder Visit User Profile
The Spellblade

.

Art Credit

Cover Art: Rowan Kenrith by Anna Steinbauer

The Spellblade
Level Proficiency Bonus Features Mana Arts Known Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Arcane Discipline, Spellcasting 2 2 2
2nd +2 Mana Arts, Resonance Dice (d4), Resonant Weapon 1 2 2 2
3rd +2 Arcane Discipline Feature, Arcane Enhancement 2 2 3 3
4th +2 Ability Score Increase 2 2 3 3
5th +3 Extra Attack 3 2 4 4 2
6th +3 Resonance Die Increase (d6), War Mind 3 2 4 4 2
7th +3 Arcane Discipline Feature 4 2 5 4 3
8th +3 Ability Score Increase 4 2 5 4 3
9th +4 5 2 6 4 3 2
10th +4 Resonant Affinity 5 3 6 4 3 2
11th +4 Resonance Die Increase (d8) 5 3 7 4 3 3
12th +4 Ability Score Increase 6 3 7 4 3 3
13th +5 6 3 8 4 3 3 1
14th +5 Arcane Discipline Feature 6 4 8 4 3 3 1
15th +5 War Mind Improvement 7 4 9 4 3 3 2
16th +5 Ability Score Increase 7 4 9 4 3 3 2
17th +6 Resonance Die Increase (d10) 7 4 10 4 3 3 3 1
18th +6 Magic Resistance 8 4 10 4 3 3 3 1
19th +6 Ability Score Increase 8 4 11 4 3 3 3 2
20th +6 Arcane Discipline feature 8 4 11 4 3 3 3 2

Class Features

As a Spellblade, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per Spellblade level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Spellblade level after 1st

Proficiencies


  • Armor: Light and Medium Armor, Shields
  • Weapons: Simple and Martial Weapons

  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Acrobatics, Athletics, Arcana, Intimidation, Perception, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Martial Weapon and a Shield or (b) Two Martial Weapons
  • (a) an Arcane Focus or (b) any simple melee weapon
  • (a) Scale Mail or (b) Leather Armor or (c) Chain Mail (If proficient)
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
CONTACT

Any and all feedback is welcome! Feel free to contact me at u/Kayzen_Creates on Reddit.

Arcane Discipline

1st level Spellblade Feature

You follow an Arcane Discipline representing the unique approach you take to being a Spellblade. Your Arcane Discipline, detailed later in the document, grants you features at level 1, and again at levels 3, 7, 14, and 20.

Spellcasting

1st level Spellblade Feature

Just as your training as a Spellblade has honed your body for battle, your mind is equally deadly for its ability to channel powerful magic in the form of spells.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the Spellblade spell list. At higher levels, you learn additional Spellblade cantrips of your choice, as shown in the Cantrips Known column of the Spellblade table.

Spell Slots

The Spellblade table shows how many spell slots you have to cast your Spellblade spells of 1st level and higher. To cast one of these Spellblade spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Spellblade spell list.

The Spells Known column of the Spellblade table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Spellblade spells you know and replace it with another spell from the Spellblade spell list, which also must be of a level for which you have spell slots.

Spellcasting Focus

You can use an arcane focus, or any weapon with which you are proficient, as a Spellcasting Focus for your Spellblade Spells.

Spellcasting Ability

Intelligence is your spellcasting ability for your Spellblade spells. You use your Intelligence whenever a Spellblade spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Spellblade spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Mana Arts

2nd level Spellblade Feature

You can learn a number of unique abilities, known as Mana Arts, that further define your skill as a Spellblade. You know one Mana Art from the list at the end of the document. You know one Mana Art, and when you gain certain Spellblade levels, you gain additional Mana Arts of your choice, as shown in the Mana Arts Known column of the Spellblade table.

Additionally, when you gain a level in this class, you can choose one of the Mana Arts you know and replace it with another Mana Art, selected as if the Spellblade is the level they were when they learned the original Mana Art.

Resonance Dice

2nd level Spellblade Feature

You gain the ability to re-absorb the excess energy of your spells, and channel it once again to empower your abilities. Whenever you expend a spell slot to cast a spell of 1st level or higher, you gain a number of Resonance Dice equal to the half the level of the spell cast, rounded down (minimum of 1 die). You can store a maximum number of Resonance Dice at one time equal to twice your Intelligence modifier (minimum of 1). These Resonance Dice remain until you expend them, or until you complete a long rest.

Your resonance die is a d4. At 6th level, it becomes a d6. At level 11 it becomes a d8, and at level 17 it becomes a d10.

Resonant Weapon

2nd level Spellblade Feature

When you hit a target with a weapon attack, you can empower the blow with arcane energy. Expend a number of stored Resonance Dice up to your proficiency bonus, rolling them and dealing additional force damage equal to the result.

Arcane Enhancement

3rd level Spellblade Feature

Your Arcane prowess allows you to empower your physical attributes, as well. Whenever you make a strength (Athletics) or dexterity (Acrobatics) skill check, you may add your Intelligence modifier (minimum of +1) to the result.

Ability Score Improvement

4th level Spellblade Feature

You can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

You gain this feature again at levels 8, 12, 16, and 19.

Extra Attack

5th level Spellblade Feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

War Mind

6th level Spellblade Feature

You are trained in using magic in the heat of battle, and lesser blows have no hope of breaking your concentration. Whenever you take damage while concentrating on a spell, if the DC for the constitution saving throw would be 10, you automatically succeed on the saving throw.

At 15th level, you instead automatically succeed on any constitution saving throw to maintain concentration that would have DC 15 or less.

Resonant Affinity

10th level Spellblade Feature

Choose one of your Ability Scores: Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma. Whenever you make an ability check or saving throw with the chosen ability score, you may expend a stored Resonance Die, rolling it and adding the result to the check or saving throw. You can use this feature after you roll the saving throw or ability check, but before you know the outcome.

Magic Resistance

18th level Spellblade Feature

You have advantage on all saving throws against spells and other magical effects.

Art Credit

Dire Tactics by Daarken

The Bulwark's Discipline

Spellblade Level Bulwark Feature
1st Armaments of the Bulwark
3rd Bulwark Spells, Walls of Mana
7th Resonant Barrier
14th Spell Siphon, Improved Resonant Barrier
20th Invulnerable Veil

Armaments of the Bulwark

1st level Bulwark Spellblade Feature

You gain proficiency in Heavy Armor. Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Bulwark Spells

3rd level Bulwark Spellblade Feature

As a follower of the Bulwark Arcane Discipline, you learn the following spells at the following levels, they don't count against your total spells known, and they count as Spellblade spells for you.

Spellblade Level Discipline Spell
3rd Shield
5th Warding Bond
9th Counterspell
13th Stoneskin
17th Wall of Force

Walls of Mana

3rd level Bulwark Spellblade Feature

You gain the ability to create shimmering walls of translucent magical energy. As a bonus action, you may create any number of 10-foot-by-10-foot panels of magical energy. Nothing can physically pass through the wall, and it also extends into the Ethereal Plane, blocking ethereal travel through the wall. You can create multiple panels as a part of the same bonus action, but each panel after the first must share at least one edge with another panel. Each panel has an AC of 10 and hit points equal to your Spellblade level. If a panel drops to zero hit points, if you dispel it as a free action, or after ten minutes pass, it vanishes.

You can create a number of panels equal to your proficiency modifier, after which point you must complete a short or longer rest before you can do so again.

Resonant Barrier

7th level Bulwark Spellblade Feature

As a bonus action, you can touch a willing creature you can see, or a panel created by your Walls of Mana class feature, and expend any number of your stored Resonance Dice. Roll the expended dice, and your target gains temporary hit points equal to the result.

Starting at 14th level, you can instead use this feature on any target you can see within 30ft of you.

Art Credit

Below: Summary Judgment by Alexander Deruchenko

Spell Siphon

14th level Bulwark Spellblade Feature

When a creature you can see within 60ft of you is subjected to a spell that targets just that creature, before a saving throw or attack roll is rolled, you can use your reaction to attempt to draw the magical energies towards yourself instead. The creature that cast the spell must make a saving throw using their spellcasting ability score against your Spell Save DC.

On a failed save, you become the target of the spell, instead, and you have resistance to the damage dealt by the spell, if any. If the spell requires concentration, you may choose to maintain concentration on the effect yourself; otherwise, the spell immediately ends. If it is a spell of 1st level or higher, you gain a number of Resonance Dice equal to its level, up to your normal maximum.

Once you use this feature, you must complete a short or long rest before you can do so again.

Invulnerable Veil

20th level Bulwark Spellblade Feature

As an action, you can enchant yourself and up to 6 other creatures of your choice within 30ft of you with incredibly powerful but short-lived abjuring energy. Until the end of your next turn, each of those creatures has immunity to all damage types.

Once you use this feature, you must complete a long rest before you can do so again.

Art Credit

Below: Sarkhan, The Dragonspeaker by Daarken

The Manasoul's Discipline

Spellblade Level Manasoul Feature
1st Arcane Essence
3rd Manasoul Spells, Mana Mine
7th Resonant Burst
14th Mana Form, Resonant Burst Improvement
20th Overflowing Soul

Arcane Essence

1st level Manasoul Spellblade Feature

As a Manasoul, magic is literally in your blood. You have resistance to Force damage.

Also, as a bonus action, you can use some of your essence to enchant any weapons you hold, allowing them to shoot out beams of damaging light, gaining the following properties while you hold it:

  • It gleams with unearthly light, shedding bright light in a 10-foot radius and dim light for an additional 10 feet.
  • It deals force damage instead of its normal damage type.
  • If it is a melee weapon, its reach is increased by 10ft on your turn.

An affected weapon retains these properties for the next ten minutes, or it leaves your grasp, or if you end the effect as a free action.

Optional Class Feature: Sorcerous Manasoul.

Level 1 Optional Manasoul Spellblade Feature

Some Manasouls command their innate magic through the force of their personality, rather than mental rigor. For these Manasouls, Charisma is your spellcasting modifier instead of Intelligence for all Spellblade spells. In addition, whenever a Spellblade feature references your Intelligence modifier, you instead use your Charisma modifier.

Manasoul Spells

3rd level Manasoul Spellblade Feature

As a follower of the Manasoul Arcane Discipline, you learn the following spells at the following levels, they don't count against your total spells known, and they count as Spellblade spells for you.

Spellblade Level Discipline Spell
3rd Magic Missile
5th Magic Weapon
9th Intellect Fortress
13th Banishment
17th Bigby's Hand

Mana Mine

3rd level Manasoul Spellblade Feature

As a bonus action, you can send a mote of arcane light to a point you can see within 30ft of you, remaining for 10 minutes and shedding bright light in a 5-foot radius and dim light for an additional 5 feet. If a creature enters this light, it is revealed you even if it was hidden, and you can use your reaction to cause the mote to detonate. The creature that triggered this reaction must make a Dexterity saving throw against your Spellblade DC. On a failed save, it takes force damage equal to 1d6 + half your Spellblade level, taking half as much damage on a success.

You may create a number of motes equal to your proficiency modifier, after which point you must complete a short or longer rest before you may do so again.

Resonant Burst

7th level Manasoul Spellblade Feature

As an action, you may choose to discharge the magical energy stored by your Resonant Weapon class feature in a violent explosion. When you do so, roll any number of your stored Resonance Dice. Each creature within 15ft of you must make a Dexterity Saving Throw against your Spell Save DC or take force damage equal to the result, taking half as much damage on a successful saving throw.

Starting at 14th level, you may add your Intelligence modifier (minimum of 1) to the damage dealt by this feature.

Art Credit

Garruk, the Veil-Cursed by Greg Rutkowski

Mana Form

14th level Manasoul Spellblade Feature

You gain the ability to briefly become an immaterial being of pure arcane energy. As a bonus action, you can temporarily enter the ethereal plane, remaining until the start of your next turn or until you end the effect as a free action. While in this form, you appear as an illusory, shimmering version of yourself, you have a flying speed equal to double your walking speed, you can phase through creatures and solid objects, and you are immune to all damage types except force damage.

If you are in the space of a creature or object when this form ends, you and the creature or object each take 5d10 force damage, and you are shunted to the nearest unoccupied space. A creature can make a Dexterity saving throw against your Spell Save DC to avoid this effect; on a successful save, you and the creature each instead take half as much damage.

One you use this feature, you must complete a long rest before you may do so again.

Overflowing Soul

20th level Manasoul Spellblade Feature

You have become a flawless conduit for arcane energy. Your Resonance Die becomes a d12, and there is no longer a cap on the number of Resonance Dice you can have stored at one time.

Also, whenever a creature other than you within 60ft of you casts a spell of 1st level or higher, you can use your reaction to gain Resonance Dice equal to the level of the spell. Resonance Dice gained in this way are lost at the end of your turn if not already expended.

The Drifter's Discipline

Spellblade Level Manasoul Feature
1st Swift Movements
3rd Drifter Spells, Arcane Footwork, Superior Arcane Enhancements
7th Resonant Dash
14th Unnatural Reflexes, Resonant Dash Improvement
20th Supreme Arcane Footwork

Swift Movements

1st level Drifter Spellblade Feature

As a Drifter, you stay alive in dangerous situations by always keeping on the move. Whenever a melee attack misses you, you may move 5ft in a direction of your choosing without provoking opportunity attacks.

Drifter Spells

3rd level Drifter Spellblade Feature

As a follower of the Drifter Arcane Discipline, you learn the following spells at the following levels, and they don't count against your total spells known, and they count as Spellblade spells for you.

Spellblade Level Discipline Spell
3rd Zephyr Strike
5th Misty Step
9th Haste
13th Blink
17th Steel Wind Strike

Arcane Footwork

3rd level Drifter Spellblade Feature

As a bonus action, you can dash forward in an up-to-15ft line. This movement can pass through creatures but not solid objects, and does not provoke attacks of opportunity.

You may use this feature a number of times equal to your proficiency modifier, after which point you must complete a short or longer rest before you may do so again.

Superior Arcane Enhancements

3rd level Drifter Spellblade Feature

For the purposes of calculating your long jump distance, you can use your Intelligence score + your Strength score, instead of just your Strength score. For the purposes of calculating your high jump height, you can use your Intelligence modifier + your Strength modifier, instead of just your Strength modifier.

Resonant Dash

7th level Drifter Spellblade Feature

You gain the ability to attack even as you use your Arcane Footwork feature. As a part of that same bonus action, you may roll any number of your stored Resonance Dice. If you pass through any creatures as you dash, you may choose to make a spell attack roll against any or all of them. On a hit, a target takes force damage equal to the rolled result of your spent Resonance Dice.

Starting at 14th level, you may add your Intelligence modifier (minimum of 1) to the damage dealt by this feature.

Unnatural Reflexes

14th level Drifter Spellblade Feature

If, after a melee attack misses you and you use your Swift Movements feature, the attacking creature is within the range or reach of a weapon you hold, you may use your reaction to immediately make a weapon attack against it with advantage. This attack is a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you must complete a short or long rest before you may do so again.

Supreme Arcane Footwork

20th level Drifter Spellblade Feature

When you use your Arcane Footwork feature, you can now dash up to 30ft in a straight line. In addition, once per turn you may use that feature as a free action and without expending one of its uses.

Mana Arts

Whenever you learn a Mana Art, choose from the list below. If you learn a spell from a Mana Art, it counts as a Spellblade spell for you and doesn't count against your total spells known.

If you already know a spell granted by a Mana Art, you may instead pick another Spellblade spell of the same level. If you are already proficient in a skill granted by a Mana Art, you can instead choose another Spellblade skill.

Abjuring Armor

You learn the Mage Armor spell and may cast it targeting yourself at-will. Also, while you are under the effects of the Mage Armor spell, you may use your object interaction to summon a spectral shield into a free hand. This shield vanishes if it leaves your grasp.

Aqua Attunement

Prerequisite: No other "Attunement" Mana Arts

You learn the Shape Water cantrip, as well as the Fog Cloud 1st-level spell. Also, you gain a swim speed equal to your walking speed, and you can hold your breath for a number of minutes equal to 10 + your Constitution modifier.

In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal your choice of acid or magical bludgeoning damage instead.

Aqua Mastery

Prerequisite: Spellblade level 9, "Aqua Attunement" Mana Art

You learn the Tidal Wave spell. Also, you can breathe water as well as air, and are immune to the effects of cold and pressure from deep water.

In addition, when you deal acid or bludgeoning damage to a creature with a spellblade spell or class feature, you can expend a stored resonance die to attempt to fill their lungs with a blast of water. An affected creature must make a constitution saving throw against your Spell Save DC. On a failure, they are unable to speak and begin to suffocate (PHB pg. 183) for as long as you concentrate on this effect as if you were concentrating on a spell. An affected creature can repeat the save at the end of each of their turns, ending the effect on a success.

Arcane Senses

Choose one of the following spells: Detect Evil and Good, Detect Magic, Detect Poison and Disease. You learn that spell, and may cast it without expending a spell slot a number of times equal to Intelligence modifier (Minimum of 1), after which point you must complete a long rest before you may do so again. Whenever you complete a long rest, you may swap your chosen spell for another from the above list.

Aero Attunement

Prerequisite: No other "Attunement" Mana Arts

You learn the gust cantrip, as well as the 1st-level spell Thunderwave. Also, you can use your action to grant yourself a flying speed equal to half your walking speed for 10 minutes, after which point you must complete a short or long rest before you may do so again.

In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal your choice of thunder or magical slashing damage instead.

Aero Mastery

Prerequisite: Spellblade level 9, "Aero Attunement" Mana Art

You learn the Fly 3rd-level spell. Also, you gain resistance to thunder damage.

In addition, when you deal thunder or slashing damage to a creature with a spellblade spell or class feature, you can expend a stored resonance die to strike them with gusting winds. An affected creature must make a Dexterity saving throw against your spell save DC or be moved 20ft in a direction of your choosing.

Conjure Weapon

While you hold an Arcane Focus, you can use your object interaction, as if you were drawing a stowed object, to transform it into a duplicate of any simple or martial weapon with which you are proficient for 10 minutes. While transformed in this way, you can use your bonus action to change its form into that of another weapon. The duplicate has the following properties but otherwise functions exactly like the weapon it is mimicking:

  • If the weapon has the Ammunition property, you may magically create ammunition for it each time you make an attack with it. Ammunition created in this way vanishes after it strikes its target.
  • If the weapon has the Thrown property, you can cause it to magically reappear in your hand after you complete a thrown weapon attack.
  • The damage dealt by the weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Controlled Resonance

Prerequisite: Manasoul Arcane Discipline, Spellblade level 7, no Unbound Resonance Mana Art

Whenever you use your Resonant Burst feature, you may choose any number of creatures to be unaffected by it.

Distant Strikes

Prerequisite: Manasoul Arcane Discipline

Melee weapons under the effects of your Arcane Essence feature gain a bonus of 30ft to their range, rather than 10ft.

Drifter's Dance

Prerequisite: Drifter Arcane Discipline, Spellblade level 12

Your walking speed increases by 10ft, and you are no longer slowed by nonmagical difficult terrain. In addition, while you are moving on your turn, you can walk across liquids. If you end your movement while not on solid ground, you fall as normal.

Ever Vigilant

Your training as a Spellblade allows you to be ever alert to danger. You gain proficiency in Perception. If you are already proficient in Perception, you instead gain proficiency in another Spellblade skill of your choice. In addition, you require two fewer hours of sleep to gain the benefits of a long rest.

Flame Attunement

Prerequisite: No other "Attunement" Mana Arts

You have advantage on saving throws to resist the effects of extreme hot weather. In addition, you learn the Control Flames cantrip, as well as the Burning Hands 1st-level spell.

Also, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal fire damage instead.

Flame Mastery

Prerequisite: Spellblade level 9, Flame Attunement Mana Art

You learn the Fireball 3rd-level spell. Also, you gain resistance to fire damage.

In addition, once per turn when you use a spellblade spell or class feature that deals fire damage, you can expend a resonance die to create a cloud of obscuring smoke in a 5ft cube around you, remaining until the start of your next turn. You are considered heavily obscured while you are surrounded by this smoke, and it does not obscure your own vision.

Frost Attunement

Prerequisite: No other "Attunement" Mana Arts

You learn the Frostbite cantrip, as well as the Ice Knife 1st-level spell. Also, you have advantage on saving throws to resist the effects of extreme cold weather.

In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal your choice of cold or magical piercing damage instead.

Frost Mastery

Prerequisite: Spellblade level 9, Frost Attunement Mana Art

You learn the Sleet Storm spell. Also, you gain resistance to cold damage.

In addition, when you deal cold or piercing damage to a creature with a spellblade spell or class feature, you can expend a stored resonance die to force them to make a Constitution saving throw against your Spell Save DC. On a failure, their movement speed is halved until the end of your next turn.

Immaterial Dash

Prerequisite: Drifter Arcane Discipline, Spellblade level 3

Whenever you use your Arcane Footwork class feature, you may pass through solid objects while you move. You still must end the dash in an open space you can see.

Invigorating Mana

Prerequisite: Bulwark Arcane Discipline, Spellblade level 12

Your defensive magic also has the ability to give those close to death the strength to fight on. Whenever you grant Temporary Hit Points to a creature that is unconscious at 0 hit points, that creature also immediately gains 1 hit point.

Magical Vitality

You have advantage on saving throws against any effect that would cause you to gain levels of exhaustion. In addition, you may travel for 2 additional hours in a day before suffering the effects of forced march.

Mana Motion

Prerequisite: Bulwark Arcane Discipline, Spellblade level 9

You gain the ability to move the panels created by your Walls of Mana class feature. As an action on your turn, you can move any number of connected panels up to 10ft, and rotate them as you wish, so long as they remain connected.

If a moving panel hits a creature, its movement stops and the creature must make a Strength saving throw against your Spell Save DC. On a failure, the creature is knocked prone or pushed back 5ft, your choice.

Martial Discipline

You learn one Fighting Style of your choice from the Fighter list.

Perfect Weapon

Prerequisite: Manasoul Arcane Discipline, Spellblade level 12, "Refine Weapon" Mana Art

When you use your Arcane Essence feature, you may expend 2 Resonance Dice to also give the affected weapon a bonus of +2 to its attack and damage rolls for the duration, unless it already has an equal or greater bonus.

Psi Attunement

Prerequisite: No other "Attunement" Mana Arts

You learn the Mind Sliver cantrip, as well as the Dissonant Whispers 1st-level spell.

In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal psychic damage instead.

Psi Mastery

Prerequisite: Spellblade level 9, "Psi Attunement" Mana Art

You learn the Hypnotic Pattern 3rd-level spell. Also, you gain resistance to psychic damage.

In addition, when you deal psychic damage to a creature with a spellblade spell or class feature, you can expend a resonance die to force them to make an Intelligence saving throw against your Spell Save DC. On a failure, they are marked for 1 minute. While marked in this way, a creature cannot become hidden from you, and your attack rolls against them are never made with disadvantage. An affected creature can repeat the save at the end of each of their turns, ending the effect on a success.

Rapid Movement

Your walking speed increases by 10ft.

Refine Weapon

Prerequisite: Manasoul Arcane Discipline, Spellblade level 5

When you use your Arcane Essence feature, you may expend 1 Resonance Die to also give the affected weapon a bonus of +1 to its attack and damage rolls for the duration, unless it already has an equal or greater bonus.

Resonant Cleave

Prerequisite: Level 3 Spellblade

When you use your Resonant Weapon feature, you can use a bonus action to force every creature other than yourself within 5ft of the target to make a Dexterity saving throw against your Spell Save DC or also take the damage dealt by that feature.

Shield Ally

Prerequisite: Bulwark Arcane Discipline, Spellblade level 3

When you cast the Shield spell, you may expend one Resonance Die to cast it targeting an creature you can see within 30ft of you, using an attack targeting that creature as the trigger for the reaction.

Stone Attunement

Prerequisite: No other "Attunement" Mana Arts

You learn the Mold Earth cantrip, as well as the 1st-level spell Earth Tremor. Also, you gain a climbing speed equal to your walking speed.

In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal magical bludgeoning damage instead.

Stone Mastery

Prerequisite: Spellblade level 9, "Stone Attunement" Mana Art

You learn the Erupting Earth 3rd-level spell. Also, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

In addition, when you deal bludgeoning damage to a creature with a spellblade spell or class feature, you can expend a resonance die to cause the ground beneath their feet and in a 5ft radius around them to become difficult terrain. An affected creature must also make a strength saving throw against your Spell Save DC or be knocked prone.

Storm Attunement

Prerequisite: No other "Attunement" Mana Arts

You learn the Shocking Grasp cantrip, as well as the 1st-level spell Witch Bolt.

In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal lightning damage instead.

Storm Mastery

Prerequisite: Spellblade level 9, "Storm Attunement" Mana Art

You learn the Lightning Bolt 3rd-level spell. Also, you gain resistance to lightning damage.

In addition, when you deal lightning damage to a creature with a spellblade spell or class feature, you can expend a stored resonance die to send electricity coursing through their body, causing their muscles to temporarily seize up. An affected creature must make a constitution saving throw against your Spellblade DC or drop any weapons or other objects they are holding.

Toxin Attunement

Prerequisite: No other "Attunement" Mana Arts

You learn the Poison Spray cantrip, as well as the 1st-level spell Ray of Sickness.

In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal poison damage instead.

Toxin Mastery

Prerequisite: Spellblade level 9, Toxin Attunement Mana Art

You learn the Stinking Cloud 3rd-level spell. Also, you gain resistance to poison damage, and are immune to the poisoned condition.

In addition, when you deal poison damage to a creature with a spellblade spell or class feature, you can expend a stored resonance die to force that creature to make a Constitution saving throw against your Spell Save DC or gain the poisoned condition for 1 minute. An affected creature can repeat the save at the end of each of their turns, ending the effect on a success.

Unbound Resonance

Prerequisite: Manasoul Arcane Discipline, Spellblade level 7, no Controlled Resonance Mana Art

Your Resonance grows ever more forceful. Your the radius of your Resonant Burst feature is increased to 20ft, and on a failed saving throw, a creature is also knocked prone.

Unseen Presence

Prerequisite: Spellblade level 9

Your arcane training has enabled you to avoid detection by magical means. You are always under the effects of the Nondetection spell.

Well-Studied

Prerequisite: Spellblade level 9

You gain proficiency in one of the following skills: Arcana, History, or Religion, and you may add double your proficiency bonus to any checks you make for that skill. In addition, you may cast the Legend Lore spell once without expending a spell slot, after which point you must complete a long rest before you may do so again.

Spell List

Cantrips
Acid Splash
Blade Ward
Booming Blade
Chill Touch
Dancing Lights
Fire Bolt
Frostbite
Green-Flame Blade
Light
Lightning Lure
Mage Hand
Message
Mind Sliver
Poison Spray
Ray of Frost
Resistance
Shocking Grasp
Sword Burst
Thunderclap
Toll the Dead
True Strike
1st Level
Absorb Elements
Chaos Bolt
Chromatic Orb
Color Spray
Expeditious Retreat
Faerie Fire
False Life
Fog Cloud
Grease
Ice Knife
Jump
Longstrider
Mage Armor
Magic Missile
Ray of Sickness
Shield
Sleep
Witch Bolt
Zephyr Strike
2nd Level
Blur
Cloud of Daggers
Dragon's Breath
Earthbind
Enhance Ability
Flame Blade
Flaming Sphere
Invisibility
Magic Weapon
Melf's Acid Arrow
Mind Spike
Misty Step
Phantasmal Force
Ray of Enfeeblement
Shadow Blade
Snilloc's Snowball Storm
Spider Climb
3rd Level
Conjure Barrage
Elemental Weapon
Flame Arrows
Haste
Hypnotic Pattern
Lightning Arrow
Melf's Minute Meteors
Protection from Energy
Sleet Storm
Slow
Thunder Step
Tidal Wave
Vampiric Touch
4th Level
Dimension Door
Elemental Bane
Fire Shield
Freedom of Movement
Greater Invisibility
Ice Storm
Phantasmal Killer
Stoneskin
Storm Sphere
Vitriolic Sphere
Watery Sphere
5th Level
Cone of Cold
Conjure Volley
Destructive Wave
Far Step
Flame Strike
Skill Empowerment
Steel Wind Strike

The Spellblade

Changelog

V 0.2
Chassis
  • Renamed War Body to Arcane Enhancement.
  • Replaced Resonant Weapon feature at level 6 with Resonance Dice feature at level 3.
  • Changed Resonance Die scaling.
  • Removed Amplified Arcana, and replaced it with Resonant Specialty.
  • Added ability to cast Discipline spells using resonance dice.
  • Moved War Mind improvement to level 15.
The Bulwark
  • Clarified wording on Spell Siphon and it now requires a save, but can recharges on a short rest.
The Drifter
  • Capstone now lets you use Arcane Footwork as a free action once per turn.
  • Resonant Dash now does additional damage equal to INT modifier at level 14.
Manasoul
  • Reworked Mana Mine to reveal hidden enemies, and to no longer apply a slow.
  • Clarified wording on Mana Form, and upped damage to 5d10.
  • Reworked Overflowing Soul.
Mana Arts
  • Altered level scaling on Mana Arts known.
  • Removed Resonant Feedback and Resonant Will Mana Arts.
  • Refine Weapon, Perfect Weapon, and Shield Ally Mana Arts now cost Resonance Dice to use.
  • Buffed many "Mastery" Mana Arts, but they now require Resonance Dice to use.
V 0.1

Release!

Art Credit

Back Cover: Daily Sketch by Tomasz Chistowski

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.